| Rules Essen 2006 Flyer
Game
Author &
artwork:
Richard van Oostrum
Playing Material:
1 Playing field
6x colored dice
1x 'normal' die - D6
6x Markers
No. of players: 4
Object of the game:
To collect the most points.
Preparation:
1. Choose a corner dot of the playing field to use as a homebase.
You will be trying to get markers to this homebase during
the game.
2. Make a stack of all the markers in the center of the playing
field. Use the following order in the stack (bottom to top):
white, yellow, green, blue, purple, red.
3. throw 6 times with the normal die, these are the values
(points) for the colors, from low to high. Lowest outcome
of the dice roll is the value for red. Highest outcome is
the value for white.
The player who is last goes first (Ehm...)
turn sequence:
1.roll the dice
2.move the markers, according to the dice.
A player can activate a color on the playing field, to move
a marker there.
A player must 'pay' for this move a minimum of 2 dice, 1 for
the color space to move to, and 1 for the color that moves.
If more than one marker are moved to the same color space,
a player pays 1 corresponding color for each of the markers
that are moved, but only 1 for the color space. The markers
move 1 by 1, so when moving more than one marker at a time,
the order of the markers in the stack is inverted.
Any die can be used to pay for a marker or a color space (as
long as the colors match).
Crossing a black line on the playing field counts as moving
to a new color space.
Optional rule: A marker that is underneath any other marker
cannot be moved.
Example:
A player rolled 2 red, 1 blue, 1 yellow, 1 white in the beginning
of a game.
The player can now 'activate'
the red field, and can use the rest of the dice to move markers
there. If there was a purple die, the player could also pay
this to move markers even further.
If playing with the optional rules, note that this player
can only move the red marker, because there is no purple die
available to pay for the purple marker. The purple marker
blocks the other markers underneath it.
To get from the yellow space to the homebase, you will need
2 white dice (plus the colors you would like to move): 1 die
for the outer border, and 1 die for the step from the outer
border to the homebase. Note that the outer border is connected
to every player's homebase!
Example:
There is a green marker on the yellow color space. If a player
wants to move this to his homebase, he has to throw 2x green
and 2x white. One white is paid for the outer border, one
white is paid for the homebase, two times green to move the
green marker two times in one turn.
End of the game:
The game ends, when all markers have ended on a homebase,
or when all players are tired of this game and want to play
L.S.D instead.
The player with the most points wins the game.
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